limit combat lvl (melee and ua)

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Sat May 15, 2010 12:00 am

DatOneGuy wrote:
On walls/objects however, how do you propose a fix?


Cap the strength stat.
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Re: limit combat lvl (melee and ua)

Postby joojoo1975 » Sat May 15, 2010 12:54 am

theTrav wrote:
joojoo1975 wrote:what i propose, is dont limit the skills but give us a defence skill, a skill that buffs/increases our lil blue line on the combat icon

i mean u can have it tied into an attribute, but just make that skill total a defence stat. i mean i could have 200 UA for what i wanna fight animals and do PVE, and have 500 Defence which basically makes anybody with either ua or melee @ 400 totally harmless to me.


my 0.02$


oh great, even more invincibility, that's EXACTLY what we need :roll:



would u mind telling me what u didnt like bout the idea, instead of just rolling ur eyes?

that way we can critique ur thoughts on the idea you like or dislike :)

thanks.
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Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Sat May 15, 2010 1:12 am

joojoo1975 wrote:
theTrav wrote:
joojoo1975 wrote:what i propose, is dont limit the skills but give us a defence skill, a skill that buffs/increases our lil blue line on the combat icon

i mean u can have it tied into an attribute, but just make that skill total a defence stat. i mean i could have 200 UA for what i wanna fight animals and do PVE, and have 500 Defence which basically makes anybody with either ua or melee @ 400 totally harmless to me.


my 0.02$


oh great, even more invincibility, that's EXACTLY what we need :roll:



would u mind telling me what u didnt like bout the idea, instead of just rolling ur eyes?

that way we can critique ur thoughts on the idea you like or dislike :)

thanks.


What he meant was your idea works both ways.
The stronger players will become even stronger since noone can touch them with even higher defensive stats.
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Re: limit combat lvl (melee and ua)

Postby Jackard » Sat May 15, 2010 1:29 am

remove combat skill values
lessen/remove the impact attributes have on combat


make this shit more challenging and less of a grind so everyone can participate
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Re: limit combat lvl (melee and ua)

Postby Resture » Sat May 15, 2010 1:57 am

Jackard wrote:remove combat skill values
lessen/remove the impact attributes have on combat


make this shit more challenging and less of a grind so everyone can participate


I agree with this.
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Re: limit combat lvl (melee and ua)

Postby Jackard » Sat May 15, 2010 2:24 am

Given the massive impact it can have on any character, EVERYONE should be able to play a meaningful part in combat WITHOUT grind! Death to the exclusive country club!
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Re: limit combat lvl (melee and ua)

Postby sabinati » Sat May 15, 2010 3:06 am

Jackard wrote:remove combat skill values
lessen/remove the impact attributes have on combat


make this shit more challenging and less of a grind so everyone can participate


this
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Re: limit combat lvl (melee and ua)

Postby springyb » Sat May 15, 2010 3:51 am

Hard caps would be dumb. You think hard capping melee and unarmed will make everyone in the game start training combat? Farmers who didn't train combat skills at all would still die. It has less to do with "super high skill levels" and more to do with people having their "hunters" train 30 into marksmanship and sling killing things then crying when someone with 150+ combat was able to roll their face.

'Soft caps' are all that's needed. DR with the increased LP cost is fine. Maybe anything after 200+ starts having half the effect, and after that 1/4. You'll always be able to bridge the gap since training 10 ranks for super combat person costs the same as training 1-100 for you.

Farmers will whine they can't make great weapons on par with people who put effort into it, so smithing skill can be removed too.Then they'll cry about not getting high level animal parts. So survival can go too. If you cater to people that think a skill should be removed because they don't feel like leveling it but still want to be good, you might as well remove them all.

Also, remove thanes.
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Re: limit combat lvl (melee and ua)

Postby Jackard » Sat May 15, 2010 4:08 am

springyb wrote:you might as well remove them all.

you begin to catch on Image
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Re: limit combat lvl (melee and ua)

Postby theTrav » Sat May 15, 2010 4:37 am

Soft cap in the form of diminishing returns already exist, both in LP cost to raise skills and FEP cost to raise stats. They are not effective, they just reward the grinders by discouraging most people from participating.
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